A team game with an emphasis on movement (with no shooting), inspired by Overwatch and Zineth
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  1. extends "res://scripts/args.gd"
  2. # class member variables go here, for example:
  3. # var a = 2
  4. # var b = "textvar"
  5. var SERVER_PORT = 2467
  6. var MAX_PLAYERS = 10
  7. var SERVER_PLAYING = true
  8. var player_info = {}
  9. var my_info = {}
  10. var begun = false
  11. func setup_options():
  12. var opts = Options.new()
  13. opts.set_banner(('A non-violent MOBA inspired by Overwatch and Zineth'))
  14. opts.add('-singleplayer', false, 'Whether to run singeplayer, starting immediately')
  15. opts.add('-server', false, 'Whether to run as server')
  16. opts.add('-client', false, 'Immediately connect as client')
  17. opts.add('-silent-server', false, 'If the server is not playing, merely serving')
  18. opts.add('-hero', 'r', 'Your choice of hero (index)')
  19. opts.add('-level', 'r', 'Your choice of level (index) - server only!')
  20. opts.add('-start-game', false, 'Join as a client and immediately start the game')
  21. opts.add('-ai', true, 'Run this client as AI')
  22. opts.add('-no-record', true, "Don't record this play for AI later")
  23. opts.add('-h', false, "Print help")
  24. return opts
  25. func option_sel(button_name, option):
  26. var button = get_node(button_name)
  27. if option == "r":
  28. option = randi() % button.get_item_count()
  29. else:
  30. option = int(option)
  31. button.select(option)
  32. func _ready():
  33. randomize()
  34. get_node("Server").connect("pressed", self, "_server_init")
  35. get_node("ServerStart").connect("pressed", self, "start_game")
  36. get_node("Client").connect("pressed", self, "_client_init")
  37. get_node("Singleplayer").connect("pressed", self, "_singleplayer_init")
  38. get_node("HeroSelect").connect("item_selected", self, "select_hero")
  39. get_node("Username").connect("text_changed", self, "resend_name")
  40. var o = setup_options()
  41. o.parse()
  42. if o.get_value("-silent-server"):
  43. SERVER_PLAYING = false # TODO: Uncaps :(
  44. if o.get_value("-hero"):
  45. var hero = o.get_value("-hero")
  46. option_sel("HeroSelect", hero)
  47. # For some reason, calling option_sel doesn't trigger the actual selection
  48. select_hero(get_node("HeroSelect").get_selected_id())
  49. if o.get_value("-level"):
  50. option_sel("ServerStart/LevelSelect", o.get_value("-level"))
  51. if o.get_value("-server"):
  52. call_deferred("_server_init")
  53. if o.get_value("-client"):
  54. call_deferred("_client_init")
  55. if o.get_value("-start-game"):
  56. my_info.start_game = true
  57. call_deferred("_client_init")
  58. if o.get_value("-singleplayer"):
  59. call_deferred("_singleplayer_init")
  60. if o.get_value("-ai"):
  61. my_info.is_ai = true
  62. if not o.get_value("-no-record") and not o.get_value("-ai"):
  63. my_info.record = true
  64. if o.get_value('-h'):
  65. o.print_help()
  66. quit()
  67. get_tree().connect("network_peer_connected", self, "_player_connected")
  68. get_tree().connect("network_peer_disconnected", self, "_player_disconnected")
  69. get_tree().connect("connected_to_server", self, "_connected_ok")
  70. func _client_init():
  71. collect_info()
  72. var peer = NetworkedMultiplayerENet.new()
  73. var server_ip = get_node("IP").get_text()
  74. peer.create_client(server_ip, SERVER_PORT)
  75. get_tree().set_network_peer(peer)
  76. get_node("Client").set_text("Clienting!")
  77. func _singleplayer_init():
  78. collect_info()
  79. var peer = NetworkedMultiplayerENet.new()
  80. peer.create_server(SERVER_PORT, 1)
  81. get_tree().set_network_peer(peer)
  82. player_info[1] = my_info
  83. start_game()
  84. func _server_init():
  85. collect_info()
  86. var peer = NetworkedMultiplayerENet.new()
  87. peer.create_server(SERVER_PORT, MAX_PLAYERS)
  88. get_tree().set_network_peer(peer)
  89. get_node("Server").set_text("Serving!")
  90. get_node("ServerStart").show()
  91. if SERVER_PLAYING:
  92. player_info[1] = my_info
  93. func _player_connected(id):
  94. pass
  95. func _player_disconnected(id):
  96. if get_tree().is_network_server():
  97. rpc("unregister_player", id)
  98. func _connected_ok():
  99. rpc("register_player", get_tree().get_network_unique_id(), my_info)
  100. if "start_game" in my_info and my_info.start_game:
  101. rpc_id(1, "start_game")
  102. func collect_info():
  103. if not "username" in my_info:
  104. my_info.username = get_node("Username").get_text()
  105. if not "hero" in my_info:
  106. my_info.hero = get_node("HeroSelect").get_selected_id()
  107. if not "is_right_team" in my_info:
  108. my_info.is_right_team = false # Server assigns team, wait for that
  109. if not "start_game" in my_info:
  110. my_info.start_game = get_node("ForceStart").pressed
  111. remote func register_player(new_peer, info):
  112. player_info[new_peer] = info
  113. render_player_list()
  114. if (get_tree().is_network_server()):
  115. var right_team_count = 0
  116. # Send current players' info to new player
  117. for old_peer in player_info:
  118. # Send new player, old player's info
  119. rpc_id(new_peer, "register_player", old_peer, player_info[old_peer])
  120. if old_peer != new_peer:
  121. # We need to assign team later, so count current
  122. if player_info[old_peer].is_right_team:
  123. right_team_count += 1
  124. # You'd think this part could be met with a simple `rpc(`, but actually it can't
  125. # My best guess is this is because we haven't registered the names yet, but I'm not sure (TODO)
  126. if old_peer != 1:
  127. # Send old player, new player's info (not us, no infinite loop)
  128. rpc_id(old_peer, "register_player", new_peer, info)
  129. if begun:
  130. rpc_id(old_peer, "spawn_player", new_peer)
  131. rpc_id(old_peer, "begin_player_deferred", new_peer) # Spawning is deferred
  132. var assign_right_team = right_team_count * 2 < player_info.size()
  133. rpc("assign_team", new_peer, assign_right_team)
  134. if not begun and player_info.size() == MAX_PLAYERS:
  135. start_game()
  136. if begun:
  137. rpc_id(new_peer, "pre_configure_game", my_info.level)
  138. rpc_id(new_peer, "post_configure_game")
  139. sync func unregister_player(peer):
  140. player_info.erase(peer)
  141. get_node("/root/Level/Players/%d" % peer).queue_free()
  142. func select_hero(hero):
  143. var description = get_node("HeroSelect").hero_text[hero]
  144. get_node("HeroDescription").set_text(description)
  145. rpc("set_hero", get_tree().get_network_unique_id(), hero)
  146. sync func set_hero(peer, hero):
  147. player_info[peer].hero = hero
  148. render_player_list()
  149. func resend_name():
  150. var name = get_node("Username").get_text()
  151. rpc("set_name", get_tree().get_network_unique_id(), name)
  152. sync func set_name(peer, name):
  153. player_info[peer].username = name
  154. render_player_list()
  155. sync func assign_team(peer, is_right_team):
  156. player_info[peer].is_right_team = is_right_team
  157. if peer == get_tree().get_network_unique_id():
  158. if is_right_team:
  159. get_node("Team").set_text("Right Team")
  160. else:
  161. get_node("Team").set_text("Left Team")
  162. render_player_list()
  163. func render_player_list():
  164. var list = ""
  165. var hero_names = get_node("HeroSelect").hero_names
  166. for p in player_info:
  167. list += "%-15s" % player_info[p].username
  168. list += "%-20s" % hero_names[player_info[p].hero]
  169. if player_info[p].is_right_team:
  170. list += "Right Team"
  171. else:
  172. list += "Left Team"
  173. list += "\n"
  174. get_node("PlayerList").set_text(list)
  175. sync func start_game():
  176. my_info.level = get_node("CustomGame/LevelSelect").get_selected_id()
  177. rpc("pre_configure_game", my_info.level)
  178. var players_done = []
  179. sync func done_preconfiguring(who):
  180. players_done.append(who)
  181. if players_done.size() == player_info.size():
  182. # We call deferred in case singleplayer has placing the player in queue still
  183. call_deferred("rpc", "post_configure_game")
  184. sync func spawn_player(p):
  185. var hero = player_info[p].hero
  186. var player = load("res://scenes/heroes/" + str(hero) + ".tscn").instance()
  187. player.set_name(str(p))
  188. player.set_network_master(p)
  189. player.player_info = player_info[p]
  190. get_node("/root/Level/Players").call_deferred("add_child", player)
  191. sync func pre_configure_game(level):
  192. begun = true
  193. my_info.level = level # Remember the level for future player registration
  194. var self_peer_id = get_tree().get_network_unique_id()
  195. # Remove the interface so as to not fuck with things
  196. # But we still need the lobby (Control) alive to deal with networking!
  197. for element in get_node("/root/Control").get_children():
  198. element.queue_free()
  199. var world = load("res://scenes/levels/%d.tscn" % level).instance()
  200. get_node("/root").add_child(world)
  201. # Load all players (including self)
  202. for p in player_info:
  203. player_info[p].level = level
  204. spawn_player(p)
  205. rpc_id(1, "done_preconfiguring", self_peer_id)
  206. func begin_player(peer):
  207. get_node("/root/Level/Players/%d" % peer).begin()
  208. remote func begin_player_deferred(peer):
  209. call_deferred("begin_player", peer)
  210. sync func post_configure_game():
  211. # Begin all players (including self)
  212. for p in player_info:
  213. begin_player_deferred(p)